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[[Diablo III]] has four difficulty levels: [[Normal]], [[Nightmare]], [[Hell]], and [[Inferno]]. As in the previous games in the series, each difficulty level repeats the same content (with a few minor changes), while scaling up all the skills, items, monsters, experience rewards, gold drops, and everything else to maintain a challenge appropriate to the character level.
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[[File:Difficulty-slider-t1.jpg|thumb|400px|D3's difficulty selection interface.]]
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Difficulty in Diablo 3 and Reaper of Souls has changed greatly over the course of the game.  
  
The fourth difficulty level, Inferno, is a new feature in Diablo III, adding a much more challenging [[end game]] experience to the Hell difficulty that was the upper limit in Diablo II. While Inferno was a popular feature when first announced, the actual implementation of it has proven controversial and spawned numerous changes and tweaks in the weeks and months after Diablo III's release.
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The current system, implemented in [[D3v2]] and [[Reaper of Souls]] in early 2014, allows players to select difficult from Normal up to Torment 6, with monsters increasing in hit points, damage, and exp value with each level. The level of the monsters is entirely scaling though, always changing to match that of the highest level character in the game. In this system, a level 45 character will find level 45 monsters in Act One or Act Five, and all the monsters will increase in level as a character levels up.
  
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This is a big change from the system the game launched with, which emulated the previous Diablo titles. In D1 and D2 and [[D3v]], all the monsters were pre-set to specific levels, staggered over 4 difficulty tiers known as [[Normal]], [[Nightmare]], [[Hell]], and [[Inferno]]. Each difficulty tier repeated the same content, with only the levels of the monsters and the various gold and exp rewards increasing proportionately. Players could further customize the difficulty by setting the [[Monster Power]] level from 1-10, which was similar to the current Normal-Torment customizable system.
  
==Difficulty Progression==
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* See the [[Difficulty archive]] for a complete description of difficulty levels as they existed in [[Diablo 3 vanilla]].
  
While most difficulty increases occur gradually, such as monsters steadily increasing their hit points and damage output, there are some preset changes between the difficulty levels. 
 
  
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==New Difficulty System==
  
===Crafting Materials===
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This entire system was changed in [[Diablo 3 version 2]] and [[Reaper of Souls]]. The four difficulty levels were removed and replaced with a scaling system where every monster in the game is scaled to the level of the character who created the game. Players can further customize that by selecting a Difficulty level. Raising the difficulty increases monster hit points and damage, while also boosting the exp and gold rewards for monsters, as well as all [[quests]], [[bounties]], [[Cursed Chests]], etc. Higher difficulty levels also increase the drop rates of [[legendary]] items, and in the [[end game]] there are numerous features unlocked by playing on Torment (or higher) difficulty.
  
The [[material]] an item [[salvage]]s into depends on the item's level, not the difficulty level it's dropped on. There is a high correlation between higher level monsters and higher level items, but it is not absolute, and even in Act Four of Inferno the monsters will regularly drop items that are below level 60, and will thus salvage into Hell materials.  
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While the progression has changed from tiers to scaling, many game features remain at the same approximate levels. The designed character/monster levels were formerly 1-30 in Normal, 31-50 in Nightmare, 51-60 in Hell, and 60+ in Inferno. Thus something like new Elite Modifiers and a second Elite ability that were formerly added in Nightmare show up in the scaling system when the monsters are around level 30.
  
Normal difficult:
 
* Items from level 1-29 will craft into [[Subtle Essence]] or [[Fallen Tooth]].
 
  
  
Nightmare difficulty:
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==Difficulty Levels==
* [[Page of Training]] and [[Page of Jewelcrafting]] drop in Nightmare. These are required for gem upgrades and blacksmithing recipes of approximately Nightmare level.
 
*Items from level 30-49 will craft into [[Shimmering Essence]] or [[Lizard Eye]].
 
  
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The difficulty levels are set by the player upon game creation, and each level changes many aspects of the game. The full details can be seen further down this page in the large table. Each level higher in difficulty setting increases the monster hit points and damage, as well as the exp/gold rewards for killing monsters, as well as completing quests, bounties, and side events.
  
Hell difficulty:
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===PC Difficulty Levels===
* [[Tome of Training]] and [[Tome of Jewelcrafting]] drop in Hell. These are required for gem upgrades and blacksmithing recipes of approximately Hell level.
 
* Items from level 50-60 will craft into [[Wishful Essence]] or [[Encrusted Hoof]].
 
** Level 60 jewelry and Follower-special items will craft into Inferno level materials.
 
  
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* [[Normal]]: 100% Health, 100% Damage, 0% extra gold bonus, 0% extra XP bonus
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* [[Hard]]: 200% Health, 130% Damage, 75% extra gold bonus, 75% extra XP bonus
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* [[Expert]]: 320% Health, 189% Damage, 100% extra gold bonus, 100% extra XP bonus
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** Doubled bounty currency rewards for Expert and all higher levels.
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* [[Master]]: 512% Health, 273% Damage, 200% extra gold bonus, 200% extra XP bonus
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** [[Imperial]] gems may drop instead of Marquise on Master and all higher levels.
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* [[Torment I]]: 819% Health, 396% Damage, 300% extra gold bonus, 300% extra XP bonus
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** Torment+ enables class Set Items at lvl 60+, and at lvl 70+ possible Key and Organ drops, plus increasing bonuses to legendary drop rates and extra bonuses to legendary drop rates in Nephalem Rifts.
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* [[Torment II]]: 1311% Health, 575% Damage, 400% extra gold bonus, 400% extra XP bonus
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* [[Torment III]]: 2097% Health, 833% Damage, 550% extra gold bonus, 550% extra XP bonus
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* [[Torment IV]]: 3355% Health, 1208% Damage, 800% extra gold bonus, 800% extra XP bonus
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* [[Torment V]]: 5369% Health, 1752% Damage, 1150% extra gold bonus, 1150% extra XP bonus
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* [[Torment VI]]: 8590% Health, 2540% Damage, 1600% extra gold bonus, 1600% extra XP bonus
  
Inferno Difficulty:
 
* Monsters and objects in Inferno may drop [[Tome of Secret]].
 
* Items at level 61 and higher will craft into [[Exquisite Essence]] or [[Iridescent Tear]].
 
** Level 60 jewelry and Follower-special items will salvage into Inferno level materials.
 
** Legendary items of level 60 or higher will salvage into [[Fiery Brimstone]].
 
  
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NOTE: Each difficulty level increases monster hit points by 60% and monster damage by 45% over the previous difficulty, except for Hard which increase monster hit points by 100% and monster damage by 30%.
  
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===Diablo 3 Console Difficulty Levels ===
  
==Gem Drops==
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These are the values for the Diablo 3 console. The upcoming PS4 version of Reaper of Souls will have different settings, presumably much closer to what's seen on the PC in Reaper of Souls.
  
[[Gems]] are not strictly segregated by difficulty level, the way the tomes and books of training are. Gems are first seen dropping in mid-Act 2 of normal difficulty, when chipped gems begin to show up. The quality of gems progresses steadily as players advance through the difficulty levels, with a rough correspondence to the pages and books of jewelcrafting that are required to upgrade them. By Inferno only Square and Flawless Square gems drop. Flawless Squares are the highest quality of gem that ever drops, and higher qualities must be crafted with the [[Jeweler]].
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* Easy: +0% Gold Find, +0% Magic Find, +0% Experience
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* Normal: +20% Gold Find, +20% Magic Find, +40% Experience
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* Hard: +40% Gold Find, +40% Magic Find, +80% Experience
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* Master I: +60% Gold Find, +60% Magic Find, +120% Experience
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* Master II: +70% Gold Find, +70% Magic Find, +140% Experience
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* Master III: +80% Gold Find, +80% Magic Find, +160% Experience
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* Master IV: +90% Gold Find, +90% Magic Find, +180% Experience
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* Master V: +100% Gold Find, +100% Magic Find, +200% Experience
  
One annoyance that's persisted until at least patch v1.0.5 is that Square quality gems require a [[Tome of Jewelcrafting]] to upgrade, and while square quality gems drop constantly in Inferno, Tomes of Jewelcrafting do not drop past Hell. Thus players in Inferno must return to Hell and farm for tomes to upgrade their gems. (Though it's much easier and quicker to simply buy stacks of the Tomes in the Auction House.)
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==Infernal Machine Drop Rates==
  
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Running the [[Infernal Machine]] to obtain a [[Hellfire Ring]] is more complicated in the new system. There are now four keys, rather than just three, and four portals with four Demonic Organs required to create a Hellfire Ring. One benefit is that players can now specify which portal they create, so if just one Organ is needed, a player can go after just that one, instead of simply opening a random portal and hoping to get the one they want.
  
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The new system has stingier drop rates for [[Keys]] from [[Key Wardens]] and [[Demonic Organs]] from [[Ubers]]. These do not drop at all until at least Torment 1, and max out with a much lower drop rate than the 100% possible in [[MP10]] in [[Diablo 3 vanilla]].
  
===Boss Modifiers==
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The odds are as follows. Nothing will raise these any higher; not equipment bonuses or other players in the game. As always, it is better to farm them in a party, since the hunting and killing goes more quickly, plus everyone has the same chance for a key to drop, and everyone in the game can use each opened portal. Thus four players each with one Infernal Machine can do all four Ubers in the same game.
  
[[Boss modifiers]] are introduced gradually as a character progresses through the game. The bosses found in the earliest portions of Act One can only spawn with one of three Modifiers: [[Nightmarish]], [[Knockback]], or [[Teleporter]]. This process evolved during the beta test, as nasty boss modifiers such as [[Arcane Enchanted]], [[Molten]], [[Jailer]], and [[Frozen]] were gradually removed/moved to higher monster levels. These are now found later in Act One, and by Act Two all the possible Normal difficulty boss modifiers may be encountered.
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* Torment I: 25%
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* Torment II: 28%
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* Torment III: 33%
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* Torment IV: 38%
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* Torment V: 43%
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* Torment VI: 50%
  
Normal Difficulty modifiers. Bosses and Champions will have only one of the following:
 
* [[Desecrator]], [[Electrified]], [[Fire Chains]], [[Frozen]], [[Illusionist]], [[Jailer]], [[Knockback]], [[Molten]], [[Mortar]], [[Nightmarish]], [[Plagued]], [[Reflects Damage]], [[Shielding]], [[Teleporter]], [[Vortex]], [[Waller]].
 
  
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==Legendary Drop Rate Bonuses==
  
Nightmare difficulty adds additional modifiers to the selection pool, and all random bosses and champion packs will have two modifiers semi-randomly selected from the pool of all previous modifiers, plus these new ones:
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[[Legendary items]] have a base drop rate which varies greatly between different types of enemies, objects, and clickables.  Most players have different opinions on where legendary items can best be found. Bosses are more likely to drop legendaries than trash mobs, but there are many more trash mobs, some areas of the game have lots of chests, etc.  
* [[Arcane Enchanted]], [[Extra Health]], [[Fast]], [[Horde]], [[Fire Chains]], and [[Vampiric]].
 
  
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Blizzard has never revealed the base drop rates, but they have disclosed the bonuses to those drop rates players can obtain by playing on higher difficulty levels, and especially by hunting within [[Nephalem Rifts]]. All bonuses apply to Legendary and Set items, and remember that class Set Items can only be found on Torment 1 and higher. There are also numerous new legendary and set items in Reaper of Souls [[Torment-only|that can only be dropped on Torment]] 1 and higher.
  
Hell difficulty adds additional modifiers to the selection pool, and all random bosses and champion packs will have three modifiers semi-randomly selected from the total pool:
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* Normal: 0% Legendary drop bonus, 25% bonus in Nephalem Rifts.
* [[Avenger]] and [[Health Link]].  
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* Hard: 0% Legendary drop bonus, 25% bonus in Nephalem Rifts.
** ([[Invulnerable Minions]] was initially enabled in Hell, but was removed from the game in v1.0.4.)
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* Expert: 0% Legendary drop bonus, 25% bonus in Nephalem Rifts.
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* Master: 0% Legendary drop bonus, 25% bonus in Nephalem Rifts.
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* Torment 1: +15% Legendary drop bonus, +44% bonus in Nephalem Rifts.
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* Torment 2: +32% Legendary drop bonus, +65% bonus in Nephalem Rifts.
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* Torment 3: +52% Legendary drop bonus, +90% bonus in Nephalem Rifts.
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* Torment 4: +75% Legendary drop bonus, +119% bonus in Nephalem Rifts.
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* Torment 5: +101% Legendary drop bonus, +151% bonus in Nephalem Rifts.
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* Torment 6: +131% Legendary drop bonus, +189% bonus in Nephalem Rifts.
  
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==Crafting and Materials==
  
[[Inferno]] does not add any additional Boss Modifiers, but all Bosses and Champions spawn with 4 modifiers, which can create combinations not seen previously.
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D3v2 and RoS add many new crafting plans. The lower level ones can drop throughout the game, but most of the new ones will only begin to drop at level 70, and require the Jeweler and/or Blacksmith to be trained up to level 12 in order to learn the plans and produce the new items or gems.
  
All boss modifiers are sorted into three classes, which limits their combinations in various ways. For instance, only one of the four Class One modifiers can spawn on a given enemy. These include [[Knockback]], [[Jailer]], [[Nightmarish]], and [[Vortex]]. Thus no monster can ever have two of these modifiers. See the [[Boss_Modifiers#Modifier_Grouping|Modifier Grouping]] info on the Boss Modifiers page for full details.
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In [[Diablo 3 vanilla]] there were new tiers of [[crafting]] materials for each difficulty level, with white, blue, and yellow [[mats]] for each, plus Fiery Brimstones as an orange material that was only available in Inferno, plus Demonic Essences that only dropped from Elites on Inferno. There were also Tomes of Secret and other assorted "drop-only" materials. The entire crafting system was overhauled in [[D3v2]] with materials simplified.
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In the new system many of the previous materials are eliminated. There are now just 10 basic types of crafting materials, two tiers of white, blue, yellow, special yellow, and orange, found/salvaged from 1-60 and level 61-70, plus a huge assortment of legendary materials, most found only at lvl 70 in Reaper of Souls.
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* White, blue, and yellow materials are obtained by salvaging items of those qualities.
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* Orange materials ([[Fiery Brimstones]] and [[Forgotten Souls]]) come from salvaging legendary (orange) or set (green) items.  
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* Special yellow materials ([[Demonic Essences]] and [[Death's Breaths]]) are dropped only by random Elites (blue and yellow), Purple [[Unique]] bosses, [[Golden Chests]], and [[Treasure Goblins]].
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* [[Legendary Materials]] are complicated and must be farmed, with over 40 types, almost all found only in Reaper of Souls at lvl 70. All but 2 types are dropped only by Purple Unique bosses, with each Legendary Material only dropped by one type of purple. (For instance, [[Shimmering Quills]] are only dropped by Purple Quill Fiend type monsters.)[http://diablo.incgamers.com/forums/showthread.php?850970-The-RoS-Legendary-Crafting-Material-Challenge]
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Drop rates for these items increase with difficulty level:
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* Normal: 15% chance of Death's Breaths, 5% chance of Legendary Materials.
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* Hard: 18% chance of Death's Breaths, 6% chance of Legendary Materials.
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* Expert: 21% chance of Death's Breaths, 7.2% chance of Legendary Materials.
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* Master: 25% chance of Death's Breaths, 8.6% chance of Legendary Materials.
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* Torment 1: 31% chance of Death's Breaths, 10.4% chance of Legendary Materials.
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* Torment 2: 37% chance of Death's Breaths, 12.4% chance of Legendary Materials.
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* Torment 3: 44% chance of Death's Breaths, 14.9% chance of Legendary Materials.
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* Torment 4: 53% chance of Death's Breaths, 17.9% chance of Legendary Materials.
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* Torment 5: 64% chance of Death's Breaths, 21.5% chance of Legendary Materials.
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* Torment 6: 77% chance of Death's Breaths, 25.8% chance of Legendary Materials.
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==Gems==
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Gems from chipped up through Flawless Squares drop in Diablo 3, starting at about character/monster level 15 and progressing gradually upwards to level 8 gems (flawless squares) with a new type of gem beginning to drop about every 5th monster level. The lack of an [[Auction House]] makes it very difficult to create high level gems, since hundreds and even thousands of Flawless Squares are required to combine up into level 10-15 gems. (Though D3v2 greatly reduced the gold and material cost for gem upgrading.)
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This system changes radically in [[Reaper of Souls]], where after the same level 1-8 gem progression overthe course of character/monser level 1-60, things jump up a great deal at level 61. Then Marquise (level 15) begin to drop, with a chance for the next level, Imperial, on Master or Torment difficulty. These higher level gems utterly outclass the lower level gems, and with no level requirement to use them, they make [[twinking]] very easy.
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Players just moving into Reaper of Souls from Diablo 3 wind up simply throwing away (vendor selling them for a fraction their previous value) all their sub-Marquise gems, and there's the curious dead zone from gem level 9-14, since these never drop and are very hard to create in Reaper of Souls, since Flawless Squares (gem level 8) only drop from around level 58-60.  
  
  
 
==Life Steal==
 
==Life Steal==
  
The effectiveness of the Life Steal affix – which restores your Life by a percentage of the damage you deal – is reduced on higher difficulty levels:
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The effectiveness of the Life Steal affix – which restores your Life by a percentage of the damage you deal – was formerly reduced on higher difficulty levels. It now is reduced at certain character levels, becoming non-functional at level 70.
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* Level 1-59: 100% Life Steal effective.
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* Level 60-69: 10% Life Steal effective.
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* Level 70: 0% Life Steal effective.
  
* Normal: 100%
 
* Nightmare: 70%
 
* Hell: 40%
 
* Inferno: 20%
 
  
  
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==Elite Modifiers==
  
==Monster Difficulty==
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[[Elite modifiers]] are are introduced gradually, with more difficult modifiers coming in at higher levels, and random Elites gaining a 2nd, 3rd, and ultimately 4th effect at higher levels. Those proceeded at regular level intervals in Diablo 3 vanilla, with the 2nd boss modifier coming in Nightmare, 3rd in Hell, and 4th in Inferno.  In D3v2 and RoS there are no such tiers, though the various Elite Modifiers and the 2nd, 3rd, and 4th abilities come at levels that approximate the designed progression curve from Diablo 3 vanilla.
  
Numerous monster properties vary by difficulty level, with enemies growing more resistant to stuns and other [[CC]] effects on higher difficulties.
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* Early Elite Affixes come in from 1-30. These include [[Desecrator]], [[Electrified]], [[Fire Chains]], [[Frozen]], [[Illusionist]], [[Jailer]], [[Knockback]], [[Molten]], [[Mortar]], [[Nightmarish]], [[Plagued]], [[Reflects Damage]], [[Shielding]], [[Teleporter]], [[Vortex]], [[Waller]]. Blizzard has not revealed the exact levels at which the five new Elite abilities become available, but [[Wormhole]] and [[Thunderstorm]] have been seen in the early levels.
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* Around level 30 Elites will gain a second ability, and the affixes formerly found on Nightmare begin to appear. [[Arcane Enchanted]], [[Extra Health]], [[Fast]], [[Horde]], [[Fire Chains]], and [[Vampiric]]. It's not certain, but from testing it seems that [[Frozen Pulse]], [[Orbiter]], and [[Poison Enchanted]] become available in this level range.
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* Around level 50 Elites will gain a third ability, and [[Avenger]] and [[Health Link]] begin to appear.
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* Around level 60 Elites gain a fourth random modifier, but all abilities are already in play.
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==Monster Resistances==
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Numerous monster properties vary with difficulty level, with enemies growing more resistant to stuns and other [[crowd control]] effects on higher levels. These effect were previously tied to difficulty tiers. Now they scale up with monster levels, same as hit points and damage. When viewing the following chart, simply substitute the levels for the tiers.  e.g. Normal = 1-30. Nightmare = 31-50, Hell = 51-60, and Inferno = 61-70.
  
 
[[File:Difficulty-scaling-monsters.jpg|center|frame|Minimum values must be exceeded for properties to take effect.]]
 
[[File:Difficulty-scaling-monsters.jpg|center|frame|Minimum values must be exceeded for properties to take effect.]]
  
Tweaks to these formula are frequently enabled. In September 2012, Wyatt Cheng posted an extensive developer blog post with details about changes in the v1.0.5 patch. [http://diablo.incgamers.com/blog/comments/developer-journal-crowd-control-changes]
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Tweaks to these formula are frequently enabled. In September 2012, Wyatt Cheng posted an extensive developer blog post with details about changes in the v1.0.5 patch. [http://diablo.incgamers.com/blog/comments/developer-journal-crowd-control-changes] This information is still relevant, with the tiers spread more gradually around the approximate monster levels, instead of kicking in exactly on the new difficulty tier.
  
 
<blue>How It Works:
 
<blue>How It Works:
Line 110: Line 181:
 
</blue>
 
</blue>
  
 
==Inferno Issues==
 
 
While initially planned as a "flat" difficulty level, where the monsters in Act One would have been approximately as challenging and rewarding as those in Act Four, the [[D3 Team]] modified Inferno during development and ultimately made it scale up in challenge.
 
 
Since most characters will reach the max level of 60 while still in Hell, all character progression in Inferno is based on improved items, and this has led to much complaint and debate about the difficulty of Inferno, as it seems a hard "[[gear check]]" to many players. This feeling of being unable to progress further without better equipment, and of the extreme difficulty of finding such equipment in Diablo III's random item generation system, fueled much controversy and a number of game tweaks in the weeks after Diablo III's release.
 
 
Patches v1.0.3 and v1.0.4 includes numerous [[nerfs]] to monster difficulty and improvements to monster drop rates in Inferno. The balancing process is ongoing.
 
 
 
 
==End Game Difficulty Development==
 
[[Jay Wilson]] talked about his desire to ramp up the difficulty and complexity later in the game in a December 2008 interview with 1up.com.[http://www.1up.com/do/previewPage?cId=3172030]
 
 
<blue>
 
Jay Wilson: The combat model doesn't have a lot of depth in the previous games. It was very much a "one-skill spam" kind of game, which I think works great for the Normal [difficulty] playthrough. I think most of the audience is just fine with that, and through most of the Normal difficulty, it's going to be like that. But as you go into Nightmare and Hell difficulties, I think that the more serious player will appreciate a game that's a little deeper on the combat-mechanic side.
 
</blue>
 
 
Later, in an official interview, [[Kevin Martens]] discussed a possible fourth difficulty level called [[Inferno]] which was confirmed in August 2011.[http://us.blizzard.com/en-us/company/events/diablo3-announcement/index.html#beta:d3-interview]
 
 
<blue>
 
Kevin Martens: Ultimately, it’s going to take the game's harder difficulty modes -- Hell and Inferno -- to challenge the limits of the best Diablo III players.
 
</blue>
 
 
 
===Difficulty Levels===
 
 
There are four [[difficulty]] levels in Diablo 3. There are the standard Diablo difficulties called '''Normal''', '''Nightmare''', '''Hell''', and Blizzard also announced a fourth difficulty level in August 2011 called '''[[Inferno]]'''. How much more difficult and what sort of variety the higher difficulty levels will add remains to be determined. [[Jay Wilson]] addressed this issue in a November 2009 interview. [http://diablofans.com/forums/showthread.php?t=23550]
 
::''What are the differences in the difficulty levels in Diablo III other than just monsters doing more damage? ie: What reason will people have to play through these modes after having already beaten the main story of the game on an easier difficulty setting?
 
<blue>
 
Jay Wilson: We haven't really gotten into the difficulty settings a lot; we're still just working on the core content for the game at this point. The primary reason as to why a player would want to progress through the game, through the several difficulties, would be for more of a challenge.
 
 
There will be also better item customization, for example a Level 100 character in a higher difficulty would see and wear items that a Level 30 character would not have a chance at seeing in the lower difficulty. Said items will also look and feel completely different whereas in Diablo II a lot of times you just had a remodel of the same old items with different names.
 
</blue>
 
 
Inferno was originally designed under the premise that the entire difficulty level would be scaled to an [[mlvl]] of 61. The design team felt that didn't play very well, so they later made Inferno ramp up in [[mlvl]] like all of the other difficulties, with most of the [[bosses]] in Act III and Act IV inferno sporting an mlvl of 63, three levels ahead of the player.
 
 
===Unlocking Difficulty Levels===
 
 
Much like in Diablo II, difficulties are unlocked by beating the previous difficulty. So to unlock nightmare, the player must have completed the quest [[The Prime Evil_(Quest)|The Prime Evil]] in normal. The same goes for Hell and Inferno.
 
 
However, there is a level restriction on difficulty levels. For Nightmare, the player must be level 25. For Hell, the player must be 50. Level 60 is the minimum entrance for inferno.
 
If a player defeats a difficulty but is still behind the level requirement, the game will automatically place them at the beginning of the game in their current difficulty after defeating the final boss in Act IV. So if a player beats Hell mode, for instance, they will be brought back to the character screen at [[The Fallen Star]], still in Hell difficulty.
 
 
When the appropriate level is reached, the game will inform the player once they level up via a special splash screen, seen in this screenshot:
 
 
[[Image:Hell_unlocked.jpg|center|thumb|500px|Unlocking Hell difficulty.]]
 
 
{{clear|both}}
 
  
 
===Difficulty Scaling in Multiplayer===
 
===Difficulty Scaling in Multiplayer===
  
@Diablo did confirm, in November 2010, that difficulty was probably going to be based on the number of players in the game, not their Clvl. [http://diablo.incgamers.com/blog/comments/diablo-awakens/]
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Monsters gain power and rewards with more players in the same game, regardless of the level of the players, if they are in the same area, etc. Another player standing in town still causes all enemies in the dungeons to scale up, same as if that player was in the dungeon fighting. The scaling is dynamic; monsters will increase or decrease their multiplayer scaling only when they spawn, so as other players join or leave the game the properties change dynamically; not for monsters mid-fight, but for monsters that have not spawned yet.
 
 
<blue>Difficulty currently increases based on number of players, not their levels. --Diablo</blue>
 
 
 
This remained true upon release of the game. The health of monsters scales with each player who enters the game, and when Diablo III shipped, monster damage did as well, which was subsequently removed in a patch.
 
 
 
==Level of Difficulty==
 
The [[D3 team]] promised that players would die in higher difficulties, and for the most part, they did. However, with Inferno difficulty at least, it isn't so much of an issue of a gear-check as it is with Diablo II-style monsters one-shotting players with cheap skills and [[boss modifier]] combinations. Upon launch of the game, players found ways to play cheaply in a cheap difficulty, but imbalances between classes and skills, glaring imbalances that were simply exploitation, were almost immediately [[hotfix]]ed.
 
 
 
The D3 Team is still working on tuning Inferno and Hell difficulties to be more playable and balanced, and thus enjoyable, but only [[patch]]es will tell.
 
 
 
 
 
We do know that many of the basic game changes in D3 have large effects on the difficulty of the game. The highest level [[potion]]s are a stop-gap emergency measure, life leech is less effective (compared to [[Diablo II]]), and most [[heal]]ing comes from [[health globes]] or [[skills]].  On the other hand, [[monster]]s aren't full of immunities and blessed with cheesy one-hit kills (outside of Inferno difficulty). The D3 team has discussed this issue several times, and always pointed out that the abundant potions and life leech made D2 characters essentially immortal. [[Death]] came only from cheesy super damaging kills, most of which were bugs, and that's no way to balance a game.
 
 
 
  
In D3 they wanted a much steadier progression of difficulty, so that monsters can be challenging, without being buggy insta-death dealers. The D3 Team has also talked about the difficulty ramping up smoothly. They want normal to be fairly easy, so new players can have success and find their way into the game. The D3 Team doesn't want D3 to be a total cakewalk, since that gets boring too, but they're not looking to turn normal into a tooth and nail struggle to survive, which it isn't, but upon [[release]] was considerably more difficult than the content found in the [[beta]] test.
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* 2-player game: 10% Bonus to Gold Find, Magic Find, and Experience
 +
** Monster hit points increased to 150%.
 +
* 3-player game: 20% Bonus to Gold Find, Magic Find, and Experience
 +
** Monster hit points increased to 200%
 +
* 4-player game: 30% Bonus to Gold Find, Magic Find, and Experience
 +
** Monster hit points increased to 250%.
  
  
==BlizzCon Demo Difficulty==
 
Players who had tested out the game at demos in 2008, 2009, and 2010, have given varying reports of the difficulty. It's hard to judge across the board, since a lot of the people playing are were not experienced with the Diablo games, and were struggling with the controls, don't know how to use skills, were playing a new class for the first time, or were just rushing around madly during their short demo play time, rather than clearing out levels systematically.
 
  
More experienced players found the game pretty easy, especially when playing solo. The multiplayer is a lot more challenging, but much of that came from people going their own way in large games where the monsters are scaled up in difficulty, or from being partied with noobs who don't know what they're doing.
+
==D3v2/RoSW Difficulty Table==
  
Also note that the demos were modified from the normal game. The characters were turned up a bit to make them stronger (so noobs won't die repeatedly and get frustrated), and the drop rate for items was increased, so players found more fun loot.
+
All difficulty-scaling features in [[Diablo 3 version 2]] and [[Reaper of Souls]] are presented in the following table.
  
The [[D3 Team]] has acknowledged that the early stages of Diablo III will be fairly simple, but they claim that the difficulty will ramp up over time and become quite challenging on Nightmare and Hell, especially in multiplayer games.
+
{|  border="0" cellspacing="0" cellpadding="0"
 +
! Difficulty Setting
 +
! Normal
 +
! Hard
 +
! Expert
 +
! Master
 +
! Torment 1
 +
! Torment 2
 +
! Torment 3
 +
! Torment 4
 +
! Torment 5
 +
! Torment 6
 +
|-
 +
! Monster Health
 +
| 100%
 +
| 200%
 +
| 320%
 +
| 512%
 +
| 819%
 +
| 1311%
 +
| 2097%
 +
| 3355%
 +
| 5369%
 +
| 8590%
 +
|-
 +
! Monster Damage
 +
| 100%
 +
| 130%
 +
| 189%
 +
| 273%
 +
| 396%
 +
| 575%
 +
| 833%
 +
| 1208%
 +
| 1752%
 +
| 2540%
 +
|-
 +
! +XP
 +
| -
 +
| 75%
 +
| 100%
 +
| 200%
 +
| 300%
 +
| 400%
 +
| 550%
 +
| 800%
 +
| 1150%
 +
| 1600%
 +
|-
 +
! + [[Gold Find]]
 +
| -
 +
| 75%
 +
| 100%
 +
| 200%
 +
| 300%
 +
| 400%
 +
| 550%
 +
| 800%
 +
| 1150%
 +
| 1600%
 +
|-
 +
! + [[Magic Find]]
 +
| -
 +
| -
 +
| -
 +
| -
 +
| -
 +
| -
 +
| -
 +
| -
 +
| -
 +
| -
 +
|-
 +
!  2 Players +EXP/Gold
 +
| 10%
 +
| 85%
 +
| 110%
 +
| 210%
 +
| 310%
 +
| 410%
 +
| 560%
 +
| 810%
 +
| 1160%
 +
| 1610%
 +
|-
 +
! 3 Players +EXP/Gold
 +
| 20%
 +
| 95%
 +
| 120%
 +
| 220%
 +
| 320%
 +
| 420%
 +
| 570%
 +
| 820%
 +
| 1170%
 +
| 1620%
 +
|-
 +
! 4 Players +EXP/Gold
 +
| 30%
 +
| 105%
 +
| 130%
 +
| 230%
 +
| 330%
 +
| 430%
 +
| 585%
 +
| 830%
 +
| 1180%
 +
| 1630%
 +
|-
 +
! + [[Legendary]] Drop
 +
| -
 +
| -
 +
| -
 +
| -
 +
| 15%
 +
| 32%
 +
| 52%
 +
| 75%
 +
| 101%
 +
| 131%
 +
|-
 +
! + [[Rift]] Legendary Drop
 +
| 25%
 +
| 25%
 +
| 25%
 +
| 25%
 +
| 44%
 +
| 65%
 +
| 90%
 +
| 119%
 +
| 151%
 +
| 189%
 +
|-
 +
! [[Bounty]] [[Blood Shards]]
 +
| Normal
 +
| Normal
 +
| Double
 +
| Double
 +
| Double
 +
| Double
 +
| Double
 +
| Double
 +
| Double
 +
| Double
 +
|-
 +
! [[Imperial gem]]s
 +
| -
 +
| -
 +
| -
 +
| 61+
 +
| 61+
 +
| 61+
 +
| 61+
 +
| 61+
 +
| 61+
 +
| 61+
 +
|-
 +
! New 70 Legendaries
 +
| -
 +
| -
 +
| -
 +
| -
 +
| Yes
 +
| Yes
 +
| Yes
 +
| Yes
 +
| Yes
 +
| Yes
 +
|-
 +
! Class Sets
 +
| -
 +
| -
 +
| -
 +
| -
 +
| 60+
 +
| 60+
 +
| 60+
 +
| 60+
 +
| 60+
 +
| 60+
 +
|-
 +
! Uber [[Keys]] &amp; [[Demonic Organs]]
 +
| -
 +
| -
 +
| -
 +
| -
 +
| 25%
 +
| 28%
 +
| 33%
 +
| 38%
 +
| 43%
 +
| 50%
 +
|-
 +
! [[Death's Breath]]
 +
| 15%
 +
| 18%
 +
| 21%
 +
| 25%
 +
| 31%
 +
| 37%
 +
| 44%
 +
| 53%
 +
| 64%
 +
| 77%
 +
|-
 +
! [[Legendary Crafting Mats]]
 +
| 15%
 +
| 18%
 +
| 21%
 +
| 25%
 +
| 31%
 +
| 37%
 +
| 44%
 +
| 53%
 +
| 64%
 +
| 77%
 +
|}
  
  
 
[[category:basics]]
 
[[category:basics]]
 +
[[category:difficulty]]
 +
[[category:Reaper of Souls]]
 +
[[category:D3v2]]
 
[[Category:Gameplay]]
 
[[Category:Gameplay]]

Latest revision as of 12:33, 13 March 2020

D3's difficulty selection interface.

Difficulty in Diablo 3 and Reaper of Souls has changed greatly over the course of the game.

The current system, implemented in D3v2 and Reaper of Souls in early 2014, allows players to select difficult from Normal up to Torment 6, with monsters increasing in hit points, damage, and exp value with each level. The level of the monsters is entirely scaling though, always changing to match that of the highest level character in the game. In this system, a level 45 character will find level 45 monsters in Act One or Act Five, and all the monsters will increase in level as a character levels up.

This is a big change from the system the game launched with, which emulated the previous Diablo titles. In D1 and D2 and D3v, all the monsters were pre-set to specific levels, staggered over 4 difficulty tiers known as Normal, Nightmare, Hell, and Inferno. Each difficulty tier repeated the same content, with only the levels of the monsters and the various gold and exp rewards increasing proportionately. Players could further customize the difficulty by setting the Monster Power level from 1-10, which was similar to the current Normal-Torment customizable system.


New Difficulty System[edit | edit source]

This entire system was changed in Diablo 3 version 2 and Reaper of Souls. The four difficulty levels were removed and replaced with a scaling system where every monster in the game is scaled to the level of the character who created the game. Players can further customize that by selecting a Difficulty level. Raising the difficulty increases monster hit points and damage, while also boosting the exp and gold rewards for monsters, as well as all quests, bounties, Cursed Chests, etc. Higher difficulty levels also increase the drop rates of legendary items, and in the end game there are numerous features unlocked by playing on Torment (or higher) difficulty.

While the progression has changed from tiers to scaling, many game features remain at the same approximate levels. The designed character/monster levels were formerly 1-30 in Normal, 31-50 in Nightmare, 51-60 in Hell, and 60+ in Inferno. Thus something like new Elite Modifiers and a second Elite ability that were formerly added in Nightmare show up in the scaling system when the monsters are around level 30.


Difficulty Levels[edit | edit source]

The difficulty levels are set by the player upon game creation, and each level changes many aspects of the game. The full details can be seen further down this page in the large table. Each level higher in difficulty setting increases the monster hit points and damage, as well as the exp/gold rewards for killing monsters, as well as completing quests, bounties, and side events.

PC Difficulty Levels[edit | edit source]

  • Normal: 100% Health, 100% Damage, 0% extra gold bonus, 0% extra XP bonus
  • Hard: 200% Health, 130% Damage, 75% extra gold bonus, 75% extra XP bonus
  • Expert: 320% Health, 189% Damage, 100% extra gold bonus, 100% extra XP bonus
    • Doubled bounty currency rewards for Expert and all higher levels.
  • Master: 512% Health, 273% Damage, 200% extra gold bonus, 200% extra XP bonus
    • Imperial gems may drop instead of Marquise on Master and all higher levels.
  • Torment I: 819% Health, 396% Damage, 300% extra gold bonus, 300% extra XP bonus
    • Torment+ enables class Set Items at lvl 60+, and at lvl 70+ possible Key and Organ drops, plus increasing bonuses to legendary drop rates and extra bonuses to legendary drop rates in Nephalem Rifts.
  • Torment II: 1311% Health, 575% Damage, 400% extra gold bonus, 400% extra XP bonus
  • Torment III: 2097% Health, 833% Damage, 550% extra gold bonus, 550% extra XP bonus
  • Torment IV: 3355% Health, 1208% Damage, 800% extra gold bonus, 800% extra XP bonus
  • Torment V: 5369% Health, 1752% Damage, 1150% extra gold bonus, 1150% extra XP bonus
  • Torment VI: 8590% Health, 2540% Damage, 1600% extra gold bonus, 1600% extra XP bonus


NOTE: Each difficulty level increases monster hit points by 60% and monster damage by 45% over the previous difficulty, except for Hard which increase monster hit points by 100% and monster damage by 30%.

Diablo 3 Console Difficulty Levels[edit | edit source]

These are the values for the Diablo 3 console. The upcoming PS4 version of Reaper of Souls will have different settings, presumably much closer to what's seen on the PC in Reaper of Souls.

  • Easy: +0% Gold Find, +0% Magic Find, +0% Experience
  • Normal: +20% Gold Find, +20% Magic Find, +40% Experience
  • Hard: +40% Gold Find, +40% Magic Find, +80% Experience
  • Master I: +60% Gold Find, +60% Magic Find, +120% Experience
  • Master II: +70% Gold Find, +70% Magic Find, +140% Experience
  • Master III: +80% Gold Find, +80% Magic Find, +160% Experience
  • Master IV: +90% Gold Find, +90% Magic Find, +180% Experience
  • Master V: +100% Gold Find, +100% Magic Find, +200% Experience

Infernal Machine Drop Rates[edit | edit source]

Running the Infernal Machine to obtain a Hellfire Ring is more complicated in the new system. There are now four keys, rather than just three, and four portals with four Demonic Organs required to create a Hellfire Ring. One benefit is that players can now specify which portal they create, so if just one Organ is needed, a player can go after just that one, instead of simply opening a random portal and hoping to get the one they want.

The new system has stingier drop rates for Keys from Key Wardens and Demonic Organs from Ubers. These do not drop at all until at least Torment 1, and max out with a much lower drop rate than the 100% possible in MP10 in Diablo 3 vanilla.

The odds are as follows. Nothing will raise these any higher; not equipment bonuses or other players in the game. As always, it is better to farm them in a party, since the hunting and killing goes more quickly, plus everyone has the same chance for a key to drop, and everyone in the game can use each opened portal. Thus four players each with one Infernal Machine can do all four Ubers in the same game.

  • Torment I: 25%
  • Torment II: 28%
  • Torment III: 33%
  • Torment IV: 38%
  • Torment V: 43%
  • Torment VI: 50%


Legendary Drop Rate Bonuses[edit | edit source]

Legendary items have a base drop rate which varies greatly between different types of enemies, objects, and clickables. Most players have different opinions on where legendary items can best be found. Bosses are more likely to drop legendaries than trash mobs, but there are many more trash mobs, some areas of the game have lots of chests, etc.

Blizzard has never revealed the base drop rates, but they have disclosed the bonuses to those drop rates players can obtain by playing on higher difficulty levels, and especially by hunting within Nephalem Rifts. All bonuses apply to Legendary and Set items, and remember that class Set Items can only be found on Torment 1 and higher. There are also numerous new legendary and set items in Reaper of Souls that can only be dropped on Torment 1 and higher.

  • Normal: 0% Legendary drop bonus, 25% bonus in Nephalem Rifts.
  • Hard: 0% Legendary drop bonus, 25% bonus in Nephalem Rifts.
  • Expert: 0% Legendary drop bonus, 25% bonus in Nephalem Rifts.
  • Master: 0% Legendary drop bonus, 25% bonus in Nephalem Rifts.
  • Torment 1: +15% Legendary drop bonus, +44% bonus in Nephalem Rifts.
  • Torment 2: +32% Legendary drop bonus, +65% bonus in Nephalem Rifts.
  • Torment 3: +52% Legendary drop bonus, +90% bonus in Nephalem Rifts.
  • Torment 4: +75% Legendary drop bonus, +119% bonus in Nephalem Rifts.
  • Torment 5: +101% Legendary drop bonus, +151% bonus in Nephalem Rifts.
  • Torment 6: +131% Legendary drop bonus, +189% bonus in Nephalem Rifts.

Crafting and Materials[edit | edit source]

D3v2 and RoS add many new crafting plans. The lower level ones can drop throughout the game, but most of the new ones will only begin to drop at level 70, and require the Jeweler and/or Blacksmith to be trained up to level 12 in order to learn the plans and produce the new items or gems.

In Diablo 3 vanilla there were new tiers of crafting materials for each difficulty level, with white, blue, and yellow mats for each, plus Fiery Brimstones as an orange material that was only available in Inferno, plus Demonic Essences that only dropped from Elites on Inferno. There were also Tomes of Secret and other assorted "drop-only" materials. The entire crafting system was overhauled in D3v2 with materials simplified.

In the new system many of the previous materials are eliminated. There are now just 10 basic types of crafting materials, two tiers of white, blue, yellow, special yellow, and orange, found/salvaged from 1-60 and level 61-70, plus a huge assortment of legendary materials, most found only at lvl 70 in Reaper of Souls.

  • White, blue, and yellow materials are obtained by salvaging items of those qualities.
  • Orange materials (Fiery Brimstones and Forgotten Souls) come from salvaging legendary (orange) or set (green) items.
  • Special yellow materials (Demonic Essences and Death's Breaths) are dropped only by random Elites (blue and yellow), Purple Unique bosses, Golden Chests, and Treasure Goblins.
  • Legendary Materials are complicated and must be farmed, with over 40 types, almost all found only in Reaper of Souls at lvl 70. All but 2 types are dropped only by Purple Unique bosses, with each Legendary Material only dropped by one type of purple. (For instance, Shimmering Quills are only dropped by Purple Quill Fiend type monsters.)[1]

Drop rates for these items increase with difficulty level:

  • Normal: 15% chance of Death's Breaths, 5% chance of Legendary Materials.
  • Hard: 18% chance of Death's Breaths, 6% chance of Legendary Materials.
  • Expert: 21% chance of Death's Breaths, 7.2% chance of Legendary Materials.
  • Master: 25% chance of Death's Breaths, 8.6% chance of Legendary Materials.
  • Torment 1: 31% chance of Death's Breaths, 10.4% chance of Legendary Materials.
  • Torment 2: 37% chance of Death's Breaths, 12.4% chance of Legendary Materials.
  • Torment 3: 44% chance of Death's Breaths, 14.9% chance of Legendary Materials.
  • Torment 4: 53% chance of Death's Breaths, 17.9% chance of Legendary Materials.
  • Torment 5: 64% chance of Death's Breaths, 21.5% chance of Legendary Materials.
  • Torment 6: 77% chance of Death's Breaths, 25.8% chance of Legendary Materials.


Gems[edit | edit source]

Gems from chipped up through Flawless Squares drop in Diablo 3, starting at about character/monster level 15 and progressing gradually upwards to level 8 gems (flawless squares) with a new type of gem beginning to drop about every 5th monster level. The lack of an Auction House makes it very difficult to create high level gems, since hundreds and even thousands of Flawless Squares are required to combine up into level 10-15 gems. (Though D3v2 greatly reduced the gold and material cost for gem upgrading.)

This system changes radically in Reaper of Souls, where after the same level 1-8 gem progression overthe course of character/monser level 1-60, things jump up a great deal at level 61. Then Marquise (level 15) begin to drop, with a chance for the next level, Imperial, on Master or Torment difficulty. These higher level gems utterly outclass the lower level gems, and with no level requirement to use them, they make twinking very easy.

Players just moving into Reaper of Souls from Diablo 3 wind up simply throwing away (vendor selling them for a fraction their previous value) all their sub-Marquise gems, and there's the curious dead zone from gem level 9-14, since these never drop and are very hard to create in Reaper of Souls, since Flawless Squares (gem level 8) only drop from around level 58-60.


Life Steal[edit | edit source]

The effectiveness of the Life Steal affix – which restores your Life by a percentage of the damage you deal – was formerly reduced on higher difficulty levels. It now is reduced at certain character levels, becoming non-functional at level 70.

  • Level 1-59: 100% Life Steal effective.
  • Level 60-69: 10% Life Steal effective.
  • Level 70: 0% Life Steal effective.


Elite Modifiers[edit | edit source]

Elite modifiers are are introduced gradually, with more difficult modifiers coming in at higher levels, and random Elites gaining a 2nd, 3rd, and ultimately 4th effect at higher levels. Those proceeded at regular level intervals in Diablo 3 vanilla, with the 2nd boss modifier coming in Nightmare, 3rd in Hell, and 4th in Inferno. In D3v2 and RoS there are no such tiers, though the various Elite Modifiers and the 2nd, 3rd, and 4th abilities come at levels that approximate the designed progression curve from Diablo 3 vanilla.

  • Around level 50 Elites will gain a third ability, and Avenger and Health Link begin to appear.
  • Around level 60 Elites gain a fourth random modifier, but all abilities are already in play.



Monster Resistances[edit | edit source]

Numerous monster properties vary with difficulty level, with enemies growing more resistant to stuns and other crowd control effects on higher levels. These effect were previously tied to difficulty tiers. Now they scale up with monster levels, same as hit points and damage. When viewing the following chart, simply substitute the levels for the tiers. e.g. Normal = 1-30. Nightmare = 31-50, Hell = 51-60, and Inferno = 61-70.

Minimum values must be exceeded for properties to take effect.

Tweaks to these formula are frequently enabled. In September 2012, Wyatt Cheng posted an extensive developer blog post with details about changes in the v1.0.5 patch. [2] This information is still relevant, with the tiers spread more gradually around the approximate monster levels, instead of kicking in exactly on the new difficulty tier.

How It Works:
  • Monsters have a “CC resistance” that is stored on a per-monster basis.
  • The CC resistance starts at 0%. For every 1 second CC that is applied to the monster, the monster receives 10% CC resistance.
  • Monsters lose 10% of their CC resistance every second that they are not CC’d.
  • Elite monster CC resistance is capped at the current reduction values already active for Elites. In other words, CC resistance on most Elite monsters is capped to:
    • 35% in Normal
    • 50% in Nightmare
    • 65% in Hell
    • 65% in Inferno

What This Means For the Player:

  • From a high level, diminishing returns are applied on consecutive stuns to reduce their effectiveness.
  • You will never get an “Immune” message due to diminishing returns.
  • Diminishing returns on Elite monsters cap out at the same values that are currently applied to Elite reductions.
    • As previous mentioned, this means that near-infinite CC strategies will still work. We’re okay with these strategies remaining viable, as we love how powerful it makes players feel. (That said, we will continue to keep an eye on these strategies and may make some changes in the future if we feel it will be better for the health of the game.)
  • If two players are in a co-op game, the order in which they apply their stuns doesn’t generally matter, so you shouldn’t feel totally “screwed over” by the other person applying their stun before yours.
  • A character using only the occasional CC every 10-15 seconds will always get the full duration in all difficulty levels.


Difficulty Scaling in Multiplayer[edit | edit source]

Monsters gain power and rewards with more players in the same game, regardless of the level of the players, if they are in the same area, etc. Another player standing in town still causes all enemies in the dungeons to scale up, same as if that player was in the dungeon fighting. The scaling is dynamic; monsters will increase or decrease their multiplayer scaling only when they spawn, so as other players join or leave the game the properties change dynamically; not for monsters mid-fight, but for monsters that have not spawned yet.

  • 2-player game: 10% Bonus to Gold Find, Magic Find, and Experience
    • Monster hit points increased to 150%.
  • 3-player game: 20% Bonus to Gold Find, Magic Find, and Experience
    • Monster hit points increased to 200%
  • 4-player game: 30% Bonus to Gold Find, Magic Find, and Experience
    • Monster hit points increased to 250%.


D3v2/RoSW Difficulty Table[edit | edit source]

All difficulty-scaling features in Diablo 3 version 2 and Reaper of Souls are presented in the following table.

Difficulty Setting Normal Hard Expert Master Torment 1 Torment 2 Torment 3 Torment 4 Torment 5 Torment 6
Monster Health 100% 200% 320% 512% 819% 1311% 2097% 3355% 5369% 8590%
Monster Damage 100% 130% 189% 273% 396% 575% 833% 1208% 1752% 2540%
+XP - 75% 100% 200% 300% 400% 550% 800% 1150% 1600%
+ Gold Find - 75% 100% 200% 300% 400% 550% 800% 1150% 1600%
+ Magic Find - - - - - - - - - -
2 Players +EXP/Gold 10% 85% 110% 210% 310% 410% 560% 810% 1160% 1610%
3 Players +EXP/Gold 20% 95% 120% 220% 320% 420% 570% 820% 1170% 1620%
4 Players +EXP/Gold 30% 105% 130% 230% 330% 430% 585% 830% 1180% 1630%
+ Legendary Drop - - - - 15% 32% 52% 75% 101% 131%
+ Rift Legendary Drop 25% 25% 25% 25% 44% 65% 90% 119% 151% 189%
Bounty Blood Shards Normal Normal Double Double Double Double Double Double Double Double
Imperial gems - - - 61+ 61+ 61+ 61+ 61+ 61+ 61+
New 70 Legendaries - - - - Yes Yes Yes Yes Yes Yes
Class Sets - - - - 60+ 60+ 60+ 60+ 60+ 60+
Uber Keys & Demonic Organs - - - - 25% 28% 33% 38% 43% 50%
Death's Breath 15% 18% 21% 25% 31% 37% 44% 53% 64% 77%
Legendary Crafting Mats 15% 18% 21% 25% 31% 37% 44% 53% 64% 77%